Factorio Weekly Question Thread |
- Weekly Question Thread
- This is painful to watch...
- 6800 people watching GiantWaffle automate smelting
- Trains are so fun, Thank you factorio print contributors for making this game great
- Dev Team, Please Let us Flip The Chemical Plant Inputs!
- UPS Wars 3 - Results
- A humble 2x8 Nuclear Power Station, my biggest set up so far. but I'm still considering adding more reactors.
- My friend got mad at the amount of spaghetti I used, but he couldn't argue with the results
- Solar energy was not as efficient, as I thought... So I built this
- I've finally found some QOL mods that really keep me engaged. I don't think I've ever made this much progress on a base
- They are using some new tactics that I don't fully understand yet (Rampant AI)
- Grid Bases, Schmid Bases (rate my intersection)
- Efficiency modules are not as bad as you might think!
- Circuit for PRNG and square root needed
- Mildly over-engineered 2kspm Red Science
- My Uranium fuel cell farm
- We will purge the filthy Xenos with the God Emperors Holy Flame
- How do you split off the main bus with more than 4 belts ?
- Has anyone ever actually used up a uranium patch?
- Some good ratios to keep in mind
- Beaconing my base part 3: Red Circuits!
- Has anyone managed to play multiplayer without the port forward?
- Need a suggestion to increase difficulty
Posted: 11 Nov 2019 10:04 AM PST Ask any questions you might have. Post your bug reports on the Official Forums Previous Threads
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Posted: 12 Nov 2019 01:43 AM PST
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6800 people watching GiantWaffle automate smelting Posted: 11 Nov 2019 10:52 AM PST
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Trains are so fun, Thank you factorio print contributors for making this game great Posted: 11 Nov 2019 06:08 PM PST
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Dev Team, Please Let us Flip The Chemical Plant Inputs! Posted: 12 Nov 2019 07:10 AM PST
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Posted: 11 Nov 2019 09:22 PM PST
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Posted: 11 Nov 2019 10:18 PM PST
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My friend got mad at the amount of spaghetti I used, but he couldn't argue with the results Posted: 11 Nov 2019 09:08 PM PST
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Solar energy was not as efficient, as I thought... So I built this Posted: 12 Nov 2019 07:36 AM PST
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Posted: 11 Nov 2019 08:29 PM PST
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They are using some new tactics that I don't fully understand yet (Rampant AI) Posted: 11 Nov 2019 10:29 AM PST
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Grid Bases, Schmid Bases (rate my intersection) Posted: 11 Nov 2019 10:30 AM PST
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Efficiency modules are not as bad as you might think! Posted: 11 Nov 2019 02:36 PM PST
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Circuit for PRNG and square root needed Posted: 12 Nov 2019 06:48 AM PST Hello together. I've been enjoying the game and this sub for quite some time now and am currently working on my first big project in factorio. I don't want to spoil the project yet, so I'll get right to where I need help with it. I would say I have a good understanding of the circuit network but I'm currently struggling with two subsystems that I need for my project. I need two logic circuits: The first is a pseudo random number generator. It will be triggered by setting a signal (for example C) to 1. The circuit must then output a random number in a set range (for example 1-100/0-99). The upper limit of the range must be customizable, but not dynamic (Can be "hard coded" as part of the circuit). The PRNG must output a new random number each time it is triggered. Also each placed PRNG must output another random number when triggered for the first time. Two static signals (X and Y) are available to seed it. The combinations of X and Y are unique for every PRNG, but each signal by itself is not unique. The Circuit should not rely on timing as it's only source of entropy, as the output might directly influence the next time it is triggered. Also the PRNG must not use any inventories as it gets placed from a blueprint and it would be extremely difficult to provide specific items/amounts. The second circuit is rather simple compared to the PRNG: It needs to calculate an approximated squre root of a single input signal (for example S). The output may be inaccurate up to 10%. So when the input signal is 10000 a result from 90-110 is acceptable, but 89 or 111 are not. For both circuits it is preferred to use as few parts as possible (though I prefer a slightly larger circuit over one that's more difficult to understand). Speed is not really important, though I prefer them to take less than 60 Ticks. (Also I don't want to use any mods to achieve this functionality.) I hope someone here can help me with this or guide me in the right direction. (Also sorry for my english, I'm not a native speaker) [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Mildly over-engineered 2kspm Red Science Posted: 11 Nov 2019 01:37 PM PST
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Posted: 12 Nov 2019 07:47 AM PST
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We will purge the filthy Xenos with the God Emperors Holy Flame Posted: 11 Nov 2019 11:42 AM PST
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How do you split off the main bus with more than 4 belts ? Posted: 12 Nov 2019 05:43 AM PST I got a base with 8 Belts of copper ( 2 packs of four wide of course ) . I always split off the top belt but I don't know how to balance it properly , the bottom four belts don't get used . Do I put multiple splitters one after another ? And what's with splitter priority ? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Has anyone ever actually used up a uranium patch? Posted: 11 Nov 2019 01:06 PM PST The first patch I tapped was 7.4 million units of uranium. I have kovoraxed it, gotten my reactors up, accumulated a stockpile of thousands of u-235, and been running my base off of it for dozens of hours. And the patch still has... 7.4 million units of uranium left. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Some good ratios to keep in mind Posted: 11 Nov 2019 09:23 AM PST 1 green circuit assembler for every 6 red circuit assembler 1 red circuit assembler and 1 green circuit assembler for 1 blue circuit assembler 1 robot frame assembler, 3 low-density structure assemblers, and 1 blue circuit assembler for 1 yellow science assembler 5 electric accumulators for every 6 solar panels [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Beaconing my base part 3: Red Circuits! Posted: 11 Nov 2019 12:59 PM PST
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Has anyone managed to play multiplayer without the port forward? Posted: 12 Nov 2019 03:01 AM PST Hello, Two friends and I all have factorio on steam, none of us can open ports because of various reasons. We tried to play multiplayer (also with the steam 'join' feature), but could not join each others sessions. So has anyone made it work without the port forward? And if not, are there maybe plans from the devs to make that happen in the future? I know a few games that manage it with no problem whatsoever, so I imagine it should be feasable. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Need a suggestion to increase difficulty Posted: 11 Nov 2019 10:04 PM PST Good afternoon. My brother and I are getting ready to start our annual Factorio play through and I'm getting hyped for it as usual. However... I'm looking to make it harder than normal. Typically we play an Angels/Bob's/SpaceX Railworld, we've also played Marathon games, and then an assortment of other mods including Rampant, and Evolution for biter difficulty. We added Py's mods, but they clash with Angel's and Bob's obviously. We've done Seablock as well. Now we haven't played to deeply into Py's because we are partial to Angel's and Bob's playthroughs, so we would prefer to stay with those. However if there is a Py's suggestion coupled with a few other mods to add more to it, we would be willing to make a full switch. I really want to make this years playthrough a brutal one. I want to get a good list together here shortly because I usually choose the mods, and I'm excited to try .17 because the last we played may have actually been .15 due to some deployments I had then a PCS, and the UI change looks amazing, and the mod loader looks amazing, and the changes look super dope so the excitement is building. Thanks for any help or suggestions you guys can offer I can't wait to scratch this itch. [link] [comments] |
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